/Engine/Source/Runtime/Engine/Public/StereoRenderTargetManager.h
Allocates the render target textures, which includes the color textures and optionally other textures like depth. The default implementation always returns false to indicate that the default texture allocation should be used instead.
true, if textures were allocated; false, if the default texture allocation should be used.
virtual bool AllocateRenderTargetTextures ( uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumLayers, ETextureCreateFlags Flags, ETextureCreateFlags TargetableTextureFlags, [TArray](API\Runtime\Core\Containers\TArray)< FTexture2DRHIRef > & OutTargetableTextures, [TArray](API\Runtime\Core\Containers\TArray)< FTexture2DRHIRef > & OutShaderResourceTextures, uint32 NumSamples )